

acebelew
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Posts posted by acebelew
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On 9/5/2020 at 6:44 AM, BucNasty said:Let's assume someone doesn't. How would they go about installing this? Yes we're talking about me. Love your QS Mag Repack by the way, use it in literally every server I play on. It's probably the most useful mod in all of Arma. I've been trying to get the server I'm working on set up with the difficulty settings and nothing is cooperating for whatever reason. Trying to find answers and fixes after countless tries using example server.cfg and server.Arma3Profile settings from the BIS Wiki's. Pretty new to the game and only have experience adding mods. I have not attempted scripting at all yet and the instructions in the readme are kind of vague for first timers, but that's just my lack of experience. Any help would be appreciated.
First, you need to understand this is a server side script, not a client side mod. If you have a server to install the script on, follow the instructions in the script code and on the github:
Download the SQF file "QS_icons.sqf".
2. Copy it to your mission file.
3. Configure script to your liking (inside the file).
4. Ensure it is executed by the mission. In client/player init (initPlayerLocal.sqf) [] execVM "QS_icons.sqf"; or [] execVM "scripts\QS_icons.sqf"; (if in a folder called scripts in your mission directory.) Follow instructions posted in the below link http://forums.bistudio.com/showthread.php?184108-Soldier-Tracker-(-Map-and-GPS-Icons-)
5. Run mission!
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For the restart issue, I had the same problem and posted a question on the Quicksilver Github, https://github.com/auQuiksilver/Apex-Framework/issues/8
This was my question
4Advanced issues found▲1QuoteWe have been having an issue using the Quicksilver restart feature. When the server restarts we end up with an extra Arma server process running (this can obviously be an issue, after 1 1/2 days we had 8 Arma server processes running). It may be due to us using FireDeamon Pro.
I was going to just disable the Quicksilver restart and use BEC for our restart. The issue now is the server is still restarting with the Quicksilver server restart disabled as indicated in parameters.sqf
_restart_hours = [];
With the change made the server still restarted at 12 am with the restart indicator text and audio. I will keep watching to see if it is restarting at other times.
I did locate the mission variable in fn_config.sqf ['QS_missionConfig_restartHours',[0,6,12,18],FALSE], do I need to change this as well?
QuickSilvers response
Quoteyes you need to change that. that second part is a bug
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On 2/19/2020 at 6:15 PM, Genneo said:I would like to congratulate you for the best mission I've ever played the Apex Edition. Here in Brazil I have 5 servers, the one that gets more players is with your mission. Many people are complaining that the aim swings a lot, I even tried to change it in the file fn_clientEventRespawn.sqf put a comment on the line, player setCustomAimCoef ((player getVariable 'QS_stamina') select 1); and inserted player setCustomAimCoef 0.1; but it did not work. Could you help me where I would be able to put the 0.1 so that the crosshairs don't balance so much?
Thanks very much
Best regards
Leo
My values for sway and recoil are in:
fn_initPlayerLocal.sqf
fn_initPlayerLocal.sqf line 83 player setCustomAimCoef 0.1;
fn_initPlayerLocal.sqf line 102 player setCustomAimCoef _aimcoef;
fn_initPlayerLocal.sqf line 105 player setCustomAimCoef 0.1;
fn_initPlayerLocal.sqf line 113 player setCustomAimCoef 0.1;I really recomend the free tool Agent Ransack - https://www.mythicsoft.com/agentransack/
great tool to search for files and the content of files (even pbo's)
my line numbers may be different than yours
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I found it best to disable the apex restart and use other tools such as BEC and or FireDeamon.
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7Advanced issues found▲8On 10/25/2019 at 7:44 AM, fn_Quiksilver said:looking into it now.
around base the vehicle respawn distance is quite small for all vehicles.
away from base, it depends on the type of vehicle.
for instance a helicopter, will search for nearby pilots. If there aren't any pilots within the radius, the helo will despawn (even if there are non-pilots nearby).
for land vehicles it is more simple, checking for any players nearby.
this helicopter detail is to prevent situations where helis are abandoned in the field but dont respawn due to infantry players being nearby. in some cases--where lots of helis go down in the combat area--this will ensure that there are helicopters available at base.
I will do some more testing as well and try to get specifics.
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On 10/23/2019 at 4:16 PM, Sycholic said:its hard to say cuz Ive noticed it being seeminly randomish?. def noticed that vics like to despawn after towing them and then try to move out just one example I personally know of. like take take a rewards cheetah and try and tow the ammo truck behind it would just randomly despawn it soon as I start moving out.
also re: unloading prisoners The range of the unloading from a vic seems too strict? you litteraly have to land the helo or drive a vehicle right next to the fence prison for the mission to transport the POW not to fail. example: if you like land on a landing pad and unload the prisoner then escort him into the prison and release the POW, the escort mission fails unless you unload the POW like I said very close to the prison.
sych, the prisoner issue is not what you have stated. When you unload prisoners sych, they need to be within 30m. Unload them and do not move them until the mission succeeds after you get the mission success then move them into Gitmo and release, works every time. I have updated the diary, to state this, I do not know if it is live yet.
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On 10/23/2019 at 6:21 AM, fn_Quiksilver said:Is this related to side mission reward vehicles, or all vehicles?
If just the reward vehicles, then its a known issue
Can be any vehicle, they despawn without any real reason that I can see.
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On 10/14/2019 at 1:22 PM, acebelew said:Second question, I need to clear some player variables onPlayerRespawn. Is there a file within the existing structure that would allow me to do that? If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E. is there anything in the existing structure that would prevent it from running?
I added my lines to fn_clientEventKilled.sqf if this is not a good location let me know ~
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Second question, I need to clear some player variables onPlayerRespawn. Is there a file within the existing structure that would allow me to do that? If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E. is there anything in the existing structure that would prevent it from running?
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I am using QS 1.18
Looking at QS_data_vehicles.sqf most of my vehicle abandonment distance is set to 150 (at base) and 500 (away from base), but very often when the player gets out of a vehicle either at base of at the AO the vehicle respawn immediately (3-5 seconds). Is there another value I need to be looking at for vehicle cleanup. My _QS_cleanup_delay in fn_core.sqf is set at the default of 45. -
FYI, on my dedicated server, the trader greeting does not appear to work. Does the greeting work for you guys?
_h = selectRandom ["rvg_a_hub_350_greet_player_ALP_0", "rvg_a_hub_350_greet_player_BRA_0", "rvg_a_hub_350_greet_player_CHA_0", "rvg_a_hub_350_greet_player_ALPB_0"]; [_unit, _h] remoteExec ["directSay", 0, false];
I have tested in a few conditions. I created a simple VR map/mission with just myself and a single trader, I also tested using dynamically created traders.
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I believe that either Wastelands or Exile had a move all items action, to move all the inventory from a dead body to your inventory. Does anyone have a script or know of one, that I can add into my mission.
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Is there any easy way to disable Zombie randomization (uniform, headgear, etc). I want to be able to place a zombie, but I want to dictate the items the zombie is wearing.
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13 minutes ago, Recaldy said:This is a bit off topic but I have to ask. I have several missions on the workshop...they all -pretty much- have the same mod requirements yet the saves don't stay. How can I fix that? "Ravage Chernarus Mayhem Tour" is the most recent example from last night. Job mission still has saves and thats the same plus a uniform pack. My altis scenario still has game saves.
It is up to the mission creator whether saves are allowed or not. And there are many ways that they can be disabled.
Ravage has it's own module 'Save System' in the editor to enable saves for SP or MP
The mission creator can add saving = 0; in the description.ext
or many mission creators may use 'enableSaving' in the init.sqf or somewhere else
enableSaving false; // Saving disabled and make autosave. enableSaving true; // Saving enabled without autosave. enableSaving [ false, false ]; // Saving disabled without autosave. enableSaving [ false, true ]; // Saving disabled and make autosave. enableSaving [ true, false ]; // Saving enabled without autosave. enableSaving [ true, true ]; // Saving enabled and make autosave.
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15 hours ago, acebelew said:Back to this from a couple of days ago, do you think if I pass for example:
_rvg_supplies_custom = ["Supplies",
[["rvg_beans", 30,"CfgMagazines", 2],
["rvg_bacon", 30,"CfgMagazines", 2] ]
];this setVariable ["isTrader", "_rvg_supplies_custom", true];
in the init for the supplies trader it would do what I am looking for.
edit:
FYI this did work when I make the variable global as below
rvg_supplies_custom = ["Supplies", [["rvg_beans", 30,"CfgMagazines", 2], ["rvg_bacon", 30,"CfgMagazines", 2] ] ]; this setVariable ["isTrader", "rvg_supplies_custom", true];
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4 hours ago, EO said:The "Insufficient Resources" is not related to Ravage, it's been a Zeus "thing" since before Ravage was even released.....have you guys looked into using the Zeus Manage Resources/Set Costs modules, you can add resources available to Zeus using those modules, that may help your issue with Ravage AI.
This is not true if you have on a Zeus "Game Master module and no other Zeus resource related modules.
"If you just place a player unit and a Zeus Game Master module down in the editor and sync them together, you won't have any restrictions whatsoever." If you only have the Zeus Game Master module and you are still getting the error then it is most likly a config issue with the mod. I have used many mods that have this issue with one or two items.
An example of the config needed to allow the item to be used in Zeus.
scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
If the item that has the value set to zero is placed in the editor or via script and you try to move it in Zeus you will get the mentioned error.
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On 8/2/2019 at 1:19 PM, haleks said:Saw it this morning, but I was working at the same time and totally forgot... ^^'
To answer your questions, yep, the gear pool module affects everything : AI, loot & traders.
Controlling what traders do trade is possible, but not via module at the moment. I can share some code later if you want.
I'll see what I can do about the 10 kilometers long lists. 😉
Back to this from a couple of days ago, do you think if I pass for example:
_rvg_supplies_custom = ["Supplies",
[["rvg_beans", 30,"CfgMagazines", 2],
["rvg_bacon", 30,"CfgMagazines", 2] ]
];this setVariable ["isTrader", "_rvg_supplies_custom", true];
in the init for the supplies trader it would do what I am looking for.
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Thank you. Yeah, it would be great if you could share the code to control what traders have available. I can PM you with my email or other contact info, whatever works for you. Thanks again for a well built, extremely enjoyable mod.
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Thank you haleks - not to be pushy, I know you have been busy - but did you happen to see my post:
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In my mission, I am getting the error "12:08:09 Inventory item with given name: [rhs_weap_rsp30_red] not found"
I am not using RHS so it is not in my Gear Pool and I have RHS Complete set to 'No'
I have Display Errors 'Enabled' and see no other errors except for this.
Is this a known issue?
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A few questions.
What does the Gear Pool Module effect:
Traders?
AI?
Loot?
Is there a way to control what is available for traders to sell?
Last, I have a gear trader added to the map that often has so many items in his inventory that it scrolls off the screen and the exit button is not visible.
My waepons trader and supplies trader have the limited list that is expected.
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It works local, but not on dedicated server, for me. I am now trying [_box, true] call ace_arsenal_fnc_initBox; (to add all items then [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_removeVirtualItems to remove the items from my export in the editor
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Got rid of XBOX mapping and it works, TY
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17 minutes ago, POLPOX said:I believe the error is keyconfig related not the MOD. Try to edit keyconfig about camera movement. Also... it's not the same with the error you quoted.
What might I want to change it to? My keys are default except the addition of keys/buttons for XBOX joystick, allows for smooth movement in videos.
Apex Framework
in ARMA 3 - USER MISSIONS
Posted
I do not see an issue with the lines you provided, but you are not providing your complete parameters.sqf, which I recommend. I would try loading as much of a vanilla parameter.sqf as you can and see if that works, then begin making changes a few lines at a time. I have a feeling that the actual error is before the line reporting the error. Make sure the lines prior, the '_teamspeak_server' variable and '_website_url' array are formatted correctly.